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Mislead renders the wizard invisible and teleports him a few feet away from his original position.

Description[]

When this spell is cast, the wizard is affected by an Improved Invisibility spell and is teleported a few feet away from his original position. Meanwhile, an exact duplicate of the caster is created where he used to be, with exactly the same Hit Points as the caster. The image cannot perform any actions at all, such as attacking or casting spells. It can, however, move around and act as a decoy for the invisible wizard. The image will remain under control of the caster until reduced to 0 Hit Points, or until affected by a Dispel Magic or a spell that reveals illusions, such as True Sight.

Gameplay[]

The Wizard casts this spell on self only.

At the conclusion of the spell, the caster's duplicate appears adjacent to the caster.

The caster may give movement orders to the duplicate if desired. The duplicate cannot engage in any other actions other than movement.

The duplicate retains the caster's basic hit points and final armor class rating (modified by equipped items) as the caster has at the time of the spell casting. However, spell or potion effects such as Blur, Mirror Image, Spirit Armor, Haste, Potion of Power etc. active on the caster are not duplicated on the mislead clone.

When the spell expires, the duplicate disappears from the map.

A very powerful spell that lets the player's characters perform any actions (including attacks) without breaking the invisible state, as long as the decoy is not destroyed.

As the invisibility conferred by this spell isn't broken by overt action, every melee attack from an eligible class (Mage / Thief, Fighter / Mage / Thief) can potentially be a backstab, even those made by the offhand!

Exposing only the caster to a Dispel / Remove Magic, True Seeing etc. will not end the Mislead - it's the decoy that has to be affected by them.

Creatures who have the See the invisible ability can target the caster, as long as the caster is in detection range, even if the mislead clone is out of detection range. The spell, however, is not completely useless against those creatures, because the caster will retain the "coming out of invisibility" THAC0 bonus of 4 on every attack and backstab-eligible classes will still be able to backstab those creatures with every attack, if positioned behind them.

When the game AI uses this spell (and it will do so regularly), the mislead illusionary duplicate will not move or engage in any action from the point it was created. It merely acts as a stationary decoy, to potentially confuse or occupy the opponent's attention.

Note[]

This spell actually uses the hardcoded Simulacrum mechanics to create a mislead clone.

This spell was nearly revised back in 2016 by Beamdog, to reduce its Cheese factor. Fan feedback to the proposed changes left the spell's design intact. It is up to the player to decide how far they will push the mislead spell's use - the AI has little ability to handle it, therefore it can be very overpowered, and unbalances the game design.

Where to obtain its scroll[]

Baldur's Gate II: Shadows of Amn[]

Sold by[]

Found in[]

Baldur's Gate II: Throne of Bhaal[]

Sold by[]

Found in[]

Trivia[]

The Advanced Dungeons and Dragons 2nd Edition Wizard spell Mislead enables the illusion of the wizard to speak and gesture as if it were real, and there are full olfactory and touch components as well. However, unlike the BG game's implementation, a detect invisibility or true seeing spell or items such as a gem of seeing or robe of eyes can detect the invisible wizard.

Gallery[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this arcane spell, revising its effects, duration and description. See below:
Mislead
Level: 6
School: Illusion
Range: Personal
Duration: 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

When this spell is cast the wizard is affected with an Improved Invisibility spell and is teleported a few feet away from his original position. Meanwhile an exact image of the caster is created where he used to be with exactly the same hit points as the caster. The illusory double vanishes after 6 rounds and cannot perform any actions at all, like attacking or casting spells. It can, however, move around and act as a decoy for the invisible mage. As long as the image isn’t destroyed, the caster can attack and cast spells while remaining completely hidden. The image will remain under the control of the caster until it is reduced to 0 hit points, or until it is affected by a dispel magic or a spell that destroys the illusion.

Note:The duplicate vanishes after 6 rounds, but the caster's invisibility remains as an Improved Invisibility spell for up to 120 seconds, capping at caster level 20.

External links[]

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